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Saki wrote:Never be flippantly rude to any inoffensive grey-bearded stranger that you may meet in pine forests or hotel smoking-rooms on the Continent. It always turns out to be the King of Sweden.
greenoaks wrote:why does it have to be Fog only?
Fazeem wrote:given some of the responses and doing some logical thinking I do not see why this would have to be a fog only feature as it could work out with fog not being present( I just love Fog lol) I would say that they should be random based on the beginning of the game and that it might not work on a p like doodle if there are too many players given someone would be able to eliminate them self from jump with one move but then the same could be said for assassin on doodle earth with so many players so I am up in the air on it lol. As to how it works the premise is based on a landmine so activty is the defining factor if noone move against or to said territ nothing happens but if they attack from or or to said territ then it goes off like a land mine for an attacker this would be losing all potential attacking troops from the attacking territ leaving the single troop minimum on the attacking territ while the territ being attacked which has the land mine turns neutral 1 after the landmine has went off it no longer is active the rest of the game. On land mined games players would have to pay close attention to how many mines are generated for the map and make sure they send out mining teams to clear a path to the opposition. Given in real life a landmine field can hurt either side and the mechanics of the game play would be similar to both nuclear with out the cards and a failed auto assault with out the stop till 1 troop I do not believe it would be hard to code and yet another new simple dimension of gameplay would be achieved with minimal change to site dynamics.
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